#version 330 core
layout(location = 0) in vec3 vertex_pos;
layout(location = 1) in vec2 texture_pos;

out vec2 texture_coord;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 sub_model;

void main()
{
    gl_Position = projection * view * sub_model * model * vec4(vertex_pos, 1.0);
    texture_coord = texture_pos;
}